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Leafkiller's MoP Feral/Guardian Ovale Script

Posted: Sun Sep 23, 2012 3:29 pm
by Leafkiller
Update 1/10/2016:

For anyone coming here to get information on the latest/greatest Ovale script, the current state of the art feral script is built into Ovale now, and is based off of the most current SimulationCraft feral script for T18M.

For more information on SimulationCraft, visit simulationcraft.org
To download Ovale, visit http://www.curse.com/addons/wow/ovale
If you wish to learn more about Ovale or file a ticket, you can visit the developer site at http://wow.curseforge.com/addons/ovale/

Re: Experimental rotation

Posted: Mon Sep 24, 2012 1:40 am
by Leafkiller
The current script here has level 90 support for DoC, but that is untested. It is working for level 85 with one proviso. The new aura tracking in Ovale is using a lot of memory. Jeshu is aware of the issue and will be discussing it with Sidione.

Both Jeshu and I can run the script with no problems, but aggixx, who is running around with 75k of addons, cannot run it.

If you have a level 90 give the script a try and let me know how the DoC stuff looks. You will also notice two extra boxes to the left. These show the damage ratio of Rake and Rip were to be updated at any given moment. To see what I mean, hit a Rake, hit SR and see how the number changes in the top left box.

The script is suggesting Thrash a lot - perhaps too much - but that is in accordance with the current simc script.

Re: Experimental rotation

Posted: Mon Sep 24, 2012 10:19 am
by Etapicx
Can't wait to try it out release already!!!

Re: Experimental rotation

Posted: Mon Sep 24, 2012 2:00 pm
by Leafkiller
Etapicx wrote:Can't wait to try it out release already!!!
You can try it out now. I used it last night with no issues, as did Jeshu. I was ok using it for 10+ minutes on the training dummies, but I have a lot of room for addon memory to grow since my addons are only consuming 15 meg right now.

I just posted about making Rip overwrites variable during BitW phase on the simc thread here: http://fluiddruid.net/forum/viewtopic.p ... 8585#p8585

I am going to implement this change in the experimental script to see if it works. I will have to fake the time to die values, but that is simple for me to do. It will be interesting to test. Fortunately with the T13 gear on the 2 hit point dummies I am always in BitW after the first hit.

Re: Experimental rotation

Posted: Mon Sep 24, 2012 8:31 pm
by Leafkiller
Ok, I have posted a rotation that has a variable refresh during BitW. It has not been simmed yet. I expect a lot of changes over the next week. There is a new Ovale release, 5.0.9, but it is still showing memory issues. Feel free to use this rotation, but if it has issues for you, then you might be better off with the level 85 script.

Re: Experimental rotation

Posted: Mon Sep 24, 2012 8:50 pm
by Jeshu
Regarding your comment in the script that "TF is 14% not 15%", does that mean that the damage buff is actually only 14%, not 15% like the tooltip says?

Re: Experimental rotation

Posted: Mon Sep 24, 2012 9:19 pm
by aggixx
I don't know what that comment is referring to but it's definitely not referring to that.

Re: Experimental rotation

Posted: Mon Sep 24, 2012 9:58 pm
by Jeshu
@Leafkiller: I'm going to tag a 2.0 release of Nerien's Ovale Scripts. When you eventually check in your L90 feral script, go ahead and tag a 2.0.x release. Just want to get a release out there for Curse clients to show as a release update.

Re: Experimental rotation

Posted: Mon Sep 24, 2012 10:38 pm
by Leafkiller
I will check in the current experimental version right now - after doing a pull and label it appropriately. The 14% refers to the rounding I am seeing, More specifically, when I hit TF, I am seeing a ratio of 114 (I multiply ratios by 100 to minimize rounding). I would have expected it to be 115 or 15%. When making comparisons, I just need to leave a little wiggle room to deal with rounding issues.

Re: Experimental rotation

Posted: Mon Sep 24, 2012 10:46 pm
by Leafkiller
Actually, I have no idea how to tag a release. I know next to nothing about Git. I will get my script uploaded though.

Re: Leafkiller's MoP Feral/Guardian Script

Posted: Tue Sep 25, 2012 10:16 am
by Jeshu
Not a problem. I did it this time, but I'll write up a small guide and send it to you so you can do it whenever you update your script and want to make a new release with it.

Re: Leafkiller's MoP Feral/Guardian Script

Posted: Wed Sep 26, 2012 10:41 am
by Sorcerer
Working with the script, first, I think the work around the DoC is gonna be insane
Hardly listing what wrong as I am still working on some HC achievs, but:

- Predatory Swiftness HT is sometimes not used at all, that is when we are not even close to energy cap. This happens when PS is low on time and we are low on energy/low CP (that's what It looks like to me at least)

More later.

Re: Leafkiller's MoP Feral/Guardian Script

Posted: Wed Sep 26, 2012 12:00 pm
by Leafkiller
Sorcerer wrote:Working with the script, first, I think the work around the DoC is gonna be insane
Hardly listing what wrong as I am still working on some HC achievs, but:

- Predatory Swiftness HT is sometimes not used at all, that is when we are not even close to energy cap. This happens when PS is low on time and we are low on energy/low CP (that's what It looks like to me at least)

More later.
It could be a gcd issue. This line is executed at the top of the script, so it is not dependent on energy/cps:

if TalentPoints(dream_of_cenarius_talent) and BuffPresent(predatory_swiftness) and BuffRemains(predatory_swiftness) <=1 and BuffExpires(dream_of_cenarius_damage)
Spell(healing_touch)

FF is also ahead of it, so that could interfere. The line is in the "AddFunction StartRotation". Try changing the value from <=1 to <=2 for BuffRemains(predatory_swiftness) and see if that helps.

Re: Leafkiller's MoP Feral/Guardian Script

Posted: Wed Sep 26, 2012 1:49 pm
by aggixx
As I discussed via BattleTag, here's a summary of what I've found with the feral script:
  • Increasing PS drop threshold to 1.2 seems to reduce the chance of a PS drop.
  • Should add a conditional to PS drop that will cast it a little sooner (1.5 seconds?) if the player will not have enough energy to execute a shred before PS reaches 1 second. This should add a cushion so that player can't accidentally cast a shred right as it flips and tells them to cast HT. After implementing this the PS threshold should be reevaluated to make sure it is necessary.
  • Rake seems to acting a little funny. It does not seem to be clipping at 3 seconds correctly.

Re: Leafkiller's MoP Feral/Guardian Script

Posted: Thu Sep 27, 2012 7:56 pm
by RareBeast
I have noticed while leveling that when you have shred fillers deselected (attacking from front) it still comes up with shreds under Tigers Fury.

Re: Leafkiller's MoP Feral/Guardian Script

Posted: Fri Sep 28, 2012 7:15 am
by Konungr
RareBeast wrote:I have noticed while leveling that when you have shred fillers deselected (attacking from front) it still comes up with shreds under Tigers Fury.
It assumes you are using Glyph of Shred for frontal bosses.

Re: Leafkiller's MoP Feral/Guardian Script

Posted: Fri Sep 28, 2012 12:14 pm
by Leafkiller
Konungr wrote:
RareBeast wrote:I have noticed while leveling that when you have shred fillers deselected (attacking from front) it still comes up with shreds under Tigers Fury.
It assumes you are using Glyph of Shred for frontal bosses.
No it doesn't! I changed that code more than 3 weeks ago ;)

He is using Glyph of Shred.

Re: Leafkiller's MoP Feral/Guardian Script

Posted: Fri Sep 28, 2012 12:32 pm
by Konungr
Leafkiller wrote:
Konungr wrote:
RareBeast wrote:I have noticed while leveling that when you have shred fillers deselected (attacking from front) it still comes up with shreds under Tigers Fury.
It assumes you are using Glyph of Shred for frontal bosses.
No it doesn't! I changed that code more than 3 weeks ago ;)

He is using Glyph of Shred.

He could be using an outdated code lol, or just using the Glyph. Either way, the glyph is the reason that it suggests Shred, hence my comment.

Re: Leafkiller's MoP Feral/Guardian Script

Posted: Fri Sep 28, 2012 8:12 pm
by RareBeast
No Glyph of Shred. It is possible I am using an old script though. I have installed Nerien's Ovale Scripts and selected Leafkillers script in the drop down but I may have missed something (or my game crashed and reset the options). I'll investigate further once I get home from work.


Edit: Ok - just realised Nerien's requires you to reset Ovale back to the default script. I still have an old Leafkiller script in Ovale so it is defaulting to using that.

Re: Leafkiller's MoP Feral/Guardian Script

Posted: Fri Sep 28, 2012 10:18 pm
by Leafkiller
The two most recent versions of Nerien's have my latest script, so you should be fine once you select default.

Re: Leafkiller's MoP Feral/Guardian Script

Posted: Sat Sep 29, 2012 4:42 am
by Sorcerer
Found another bug

- There seems to be some little glitch in the rotation, it really rarelly happens what I can tell. I can barely say exact conditions but I should be close to.
- whole situation is about rake being suggested twice in a row within GCD with a first one being non buffed and 2nd (I am not exacly sure) TF + DOC (from late PS I think) between rake applications
- It might be DPS neutral to do so what script suggest but it feels weird to basicly repeat rake twice instead stalling the first one by miliseconds

Re: Leafkiller's MoP Feral/Guardian Script

Posted: Sat Sep 29, 2012 5:20 am
by aggixx
Rake isn't really much worse than Shred as a filler, it does slightly less DPE but it's gives you more CP per Energy spent. It's really not a bad thing to cast it twice if you can overwrite the old one with a significantly better one.

TLDR is it's working as intended.

Re: Leafkiller's MoP Feral/Guardian Script

Posted: Sat Sep 29, 2012 5:40 am
by Leafkiller
Sorcerer wrote:Found another bug

- There seems to be some little glitch in the rotation, it really rarelly happens what I can tell. I can barely say exact conditions but I should be close to.
- whole situation is about rake being suggested twice in a row within GCD with a first one being non buffed and 2nd (I am not exacly sure) TF + DOC (from late PS I think) between rake applications
- It might be DPS neutral to do so what script suggest but it feels weird to basicly repeat rake twice instead stalling the first one by miliseconds
This is actually far more complex than you might think. The actual Rake logic is not checking for the existence of TF+DoC or any other buffs. It is simply measuring the % increase in overall DPS if you clip Rake in order to get more powerful ticks. The specific logic is: "if TimeUntilTargetIsDead() >8.5 and RakeTickDamageRatio() >=124 Spell(RAKE)"

Note that it is basically saying to clip Rake anytime you can get at least a 24% increase in DoT damage. Doing that is a significant dps increase.

You are asking if we can anticipate that in two GCDs Rake will get a 24+% increase in DoT damage over what it would get if we cast it now. While we can check for the number of combo points being 3, and the existence of the PS buff with DoC down, this does not guarantee that HT will be the next spell cast. We would also need to check the duration of Savage Roar and FF since those are both prioritized above HT. Then there is the question of various trinket and weapon procs which might be currently active but could fall off in the next 2 seconds.

While it may be possible to refine this situation it is not simple to do, and the frequency of it occurring is low. This leads one to believe that any fix would have a minimal dps impact. Keep in mind that the dps loss from occasionally doing a Rake a time when you could be using a Shred is not very much.

Re: Leafkiller's MoP Feral/Guardian Script

Posted: Sat Sep 29, 2012 12:57 pm
by Jeshu
I'm not sure if it has any impact, but I recently fixed a bug in TimeToMaxEnergy() that was making it not work properly. The fix is in Ovale 5.0.11.

Are there any cat talents or buffs that increase or decrease energy regen (aside from haste, which is already taken into account)?

Re: Leafkiller's MoP Feral/Guardian Script

Posted: Sat Sep 29, 2012 1:08 pm
by Sorcerer
Fair enough.

@ Leaf you mentioned that FF is prioritized over HT, it is possible to add condition to this to enable/disable? In 25man for some this can cost some DPS.